#version 300 es

layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord;

out vec2 v_texcoord;
uniform mat4 PVM;

void main() {

    //Projection * View * Model
    gl_Position = PVM * vec4(position, 1.0f);
    v_texcoord = texcoord;
}